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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Neonchameleon" data-source="post: 6150430" data-attributes="member: 87792"><p>I'd say 1/3 sounds right for first level. 1/6 for NPC classes. <em>And at all higher levels spells are easier to save against.</em> You go AD&D style in which the spell save depends on the defender, not the attacker. This is why you use Evocation as your primary school of combat magic. Evocation spells do half damage to the target even if they save. It therefore isn't frustration - it simply means that you use save-or-suck or save-or-die spells only when you've somehow rigged the enemy's saving throw.</p><p></p><p></p><p></p><p>You mean other than the ability to rain down fire from the sky, to create walls of earth with a snap of your fingers, and the ability to fly? If you want <em>more than that</em> I don't know why you'd play anything other than a spellcaster.</p><p></p><p></p><p></p><p>Unless it's incredibly rare. The highest level PC character in Gygax' Greyhawk was Sir Robilar at level 14 - and he was a fighter (see [MENTION=42582]pemerton[/MENTION] for a more comprehensive answer). There are <em>very</em> few teleporters in Eberron. In AD&D you didn't often use Teleport because the chance of veering off course could teleport you into solid rock, causing instant death. Straight up wasn't the problem. Straight down was. Teleport in, fight, teleport out is an obvious and powerful tactic <em>only if you are in a setting with a lot of high level magic users and teleporting working the way it does in 3e/3.5</em>. And in AD&D a 9th level wizard was influential enough that you almost never wanted to risk them with a 2% chance of instant death (studied carefully) or 4% (seen casually). Even teleporting home had a 1% chance of instant death.</p><p></p><p>Scry and Fry is therefore the nuclear option in AD&D. You only do it against incredibly serious threats because casters are a very powrful strategic resource. It's powerful but high risk. Only in 3e, where they removed the "Teleport into solid rock: Instant kill" is it a problem. And then only in a setting where 10th level wizards are common. And yes, I agree in 3e they should. But in AD&D the chance of any random guardsmen being important enough that Bigby, Mordaniken, or Melf decide to deal with them personally is incredibly low.</p><p></p><p>Of course if you have decided to assassinate Mordaniken personally then you'd better come up with an answer to teleport shenanigans. But even then he probably won't do it other than to get away because he knows the risk of teleporting low - and until it's too late will probably think it's higher than the risk of being killed by some punks trying to assassinate him. (This, incidently, is another reason for Wizards to build towers - if Mordaniken tries to teleport into his inner sanctum and ends up low then he will only teleport 1" low - or in other words onto the wrong floor of his tower rather than into solid rock - and he gets to laugh at Bigby when Bigby (who has studied his friend's teleportation room carefully) visits him, screws up and teleports 2" low, or into the dungeons).</p><p></p><p></p><p></p><p>Why? The tactic failed twice. If it hadn't failed the PCs would be dead. They are probably more alert than previously, but the raiders failed at their objectives. Yes, I'm being picky. But this is part of the problem. Scry-and-fry tends to kill, so you need to drill the entire army in anti-teleport shenanigans.</p><p></p><p></p><p></p><p>Out of interest have you also tweaked the attack chances so they don't outstrip even what are now the equivalent to the old good saving throws? But I definitely agree this is an improvement.</p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6150430, member: 87792"] I'd say 1/3 sounds right for first level. 1/6 for NPC classes. [I]And at all higher levels spells are easier to save against.[/I] You go AD&D style in which the spell save depends on the defender, not the attacker. This is why you use Evocation as your primary school of combat magic. Evocation spells do half damage to the target even if they save. It therefore isn't frustration - it simply means that you use save-or-suck or save-or-die spells only when you've somehow rigged the enemy's saving throw. You mean other than the ability to rain down fire from the sky, to create walls of earth with a snap of your fingers, and the ability to fly? If you want [I]more than that[/I] I don't know why you'd play anything other than a spellcaster. Unless it's incredibly rare. The highest level PC character in Gygax' Greyhawk was Sir Robilar at level 14 - and he was a fighter (see [MENTION=42582]pemerton[/MENTION] for a more comprehensive answer). There are [I]very[/I] few teleporters in Eberron. In AD&D you didn't often use Teleport because the chance of veering off course could teleport you into solid rock, causing instant death. Straight up wasn't the problem. Straight down was. Teleport in, fight, teleport out is an obvious and powerful tactic [I]only if you are in a setting with a lot of high level magic users and teleporting working the way it does in 3e/3.5[/I]. And in AD&D a 9th level wizard was influential enough that you almost never wanted to risk them with a 2% chance of instant death (studied carefully) or 4% (seen casually). Even teleporting home had a 1% chance of instant death. Scry and Fry is therefore the nuclear option in AD&D. You only do it against incredibly serious threats because casters are a very powrful strategic resource. It's powerful but high risk. Only in 3e, where they removed the "Teleport into solid rock: Instant kill" is it a problem. And then only in a setting where 10th level wizards are common. And yes, I agree in 3e they should. But in AD&D the chance of any random guardsmen being important enough that Bigby, Mordaniken, or Melf decide to deal with them personally is incredibly low. Of course if you have decided to assassinate Mordaniken personally then you'd better come up with an answer to teleport shenanigans. But even then he probably won't do it other than to get away because he knows the risk of teleporting low - and until it's too late will probably think it's higher than the risk of being killed by some punks trying to assassinate him. (This, incidently, is another reason for Wizards to build towers - if Mordaniken tries to teleport into his inner sanctum and ends up low then he will only teleport 1" low - or in other words onto the wrong floor of his tower rather than into solid rock - and he gets to laugh at Bigby when Bigby (who has studied his friend's teleportation room carefully) visits him, screws up and teleports 2" low, or into the dungeons). Why? The tactic failed twice. If it hadn't failed the PCs would be dead. They are probably more alert than previously, but the raiders failed at their objectives. Yes, I'm being picky. But this is part of the problem. Scry-and-fry tends to kill, so you need to drill the entire army in anti-teleport shenanigans. Out of interest have you also tweaked the attack chances so they don't outstrip even what are now the equivalent to the old good saving throws? But I definitely agree this is an improvement. Agreed. [/QUOTE]
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